569 lines
14 KiB
C
569 lines
14 KiB
C
////////////////////////////////////////////////////////////
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//~ Ent props
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Enum(PP_Prop)
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{
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PP_Prop_Active,
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PP_Prop_Release,
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PP_Prop_SyncSrc, /* This entity is networked to other clients */
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PP_Prop_SyncDst, /* This entity is not locally created, and will sync with incoming net src ents */
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PP_Prop_Player,
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PP_Prop_IsMaster,
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PP_Prop_Cmd,
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PP_Prop_TileChunk,
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PP_Prop_Wall,
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/* Physics collision */
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PP_Prop_Sensor, /* This entity's collisions generate contacts */
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PP_Prop_Solid, /* This entity's collisions generate contacts to be solved by the physics system (overrides PP_Prop_Sensor) */
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PP_Prop_Toi, /* This entity's collisions are processed using TOI (time of impact) for precise collisions */
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/* Physics movement */
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PP_Prop_Kinematic, /* This entity reacts to velocity */
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PP_Prop_Dynamic, /* This entity reacts to velocity and forces (overrides PP_Prop_Kinematic) */
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PP_Prop_Controlled,
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PP_Prop_CollisionDebug,
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PP_Prop_ContactConstraint,
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PP_Prop_MotorJoint,
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PP_Prop_MouseJoint,
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PP_Prop_WeldJoint,
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PP_Prop_Camera,
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PP_Prop_ActiveCamera,
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PP_Prop_Bullet,
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PP_Prop_Smg,
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PP_Prop_Launcher,
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PP_Prop_Chucker,
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PP_Prop_ChuckerZone,
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PP_Prop_Explosion,
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PP_Prop_Tracer,
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PP_Prop_Quake,
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PP_Prop_Attached,
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/* Test props */
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PP_Prop_Test,
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PP_Prop_SoundEmitterTest,
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PP_Prop_LightTest,
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PP_Prop_Count
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};
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////////////////////////////////////////////////////////////
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//~ Ent
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Struct(PP_Ent)
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{
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PP_Snapshot *ss;
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//- Metadata
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b32 valid; /* Is this ent allocated in memory that can be written to (can always be read) */
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PP_EntKey key;
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u64 props[(PP_Prop_Count + 63) / 64];
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u64 continuity_gen;
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/* Is this the root ent */
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b32 is_root;
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/* Is ent a child of the root ent */
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b32 is_top;
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/* The key of the top level parent of the ent tree (if ent is top then this point to itself) */
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PP_EntKey top;
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/* Tree */
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PP_EntKey parent;
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PP_EntKey next;
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PP_EntKey prev;
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PP_EntKey first;
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PP_EntKey last;
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/* Lists keyed by index in snapshot ent array */
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u32 next_in_id_bin;
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u32 prev_in_id_bin;
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u32 next_free;
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//- Sync
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/* PP_Prop_SyncSrc */
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/* PP_Prop_SyncDst */
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/* Key of the player that owns simulation for this entity */
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PP_EntKey owner;
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/* Key of the player that should predict simulation of this this entity locally */
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PP_EntKey predictor;
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//- Position
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/* Use xform getters & setters to access. */
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Xform _local_xform; /* Transform in relation to parent ent (or the world if ent has no parent) */
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Xform _xform; /* Calculated from ent tree */
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b32 _is_xform_dirty;
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//- Activation
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/* If 0, the ent will auto activate at start of next tick if not already active. */
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u64 activation_tick;
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//- Layer
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i32 layer;
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i32 final_layer; /* Calculated each tick from ent tree */
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//- Cmd
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/* PP_Prop_Cmd */
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PP_CmdKind cmd_kind;
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PP_EntKey cmd_player;
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/* FIXME: Lerp */
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/* Control cmd */
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PP_ControlData cmd_control;
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PP_EntKey cmd_control_hovered_ent;
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/* Chat cmd */
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//String cmd_chat_msg;
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//- Chat
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/* PP_Prop_Chat */
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PP_EntKey chat_player;
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//String chat_msg;
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//- Tile
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/* PP_Prop_TileChunk */
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/* FIXME: Move out of here */
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u8 tile_chunk_tiles[SIM_TILES_PER_CHUNK_SQRT * SIM_TILES_PER_CHUNK_SQRT];
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Vec2I32 tile_chunk_index;
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//- Client
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/* PP_Prop_Player */
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/* FIXME: Lerp */
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PP_ClientKey player_client_key; /* The client key on the master sim's machine */
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PP_ControlData player_control;
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Vec2 player_cursor_pos;
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PP_EntKey player_hovered_ent;
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PP_EntKey player_control_ent;
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PP_EntKey player_camera_ent;
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PP_EntKey player_dbg_drag_joint_ent;
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b32 player_dbg_drag_start;
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b32 player_dbg_drag_stop;
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/* Client round-trip-time to server */
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i64 player_last_rtt_ns;
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f64 player_average_rtt_seconds;
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//- Collider
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Vec2 collision_dir; /* If set, then only collisions coming from this direction will generate contacts (used for walls to prevent ghost collisions) */
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CLD_Shape local_collider;
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#if COLLIDER_DEBUG
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ContactDebugData collision_debug_data;
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#endif
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PP_SpaceEntryKey space_key;
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//- Constraints / joints
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/* PP_Prop_ContactConstraint */
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PP_ContactConstraint contact_constraint_data;
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/* PP_Prop_MotorJoint */
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PP_MotorJoint motor_joint_data;
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/* PP_Prop_MouseJoint */
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PP_MouseJoint mouse_joint_data;
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/* PP_Prop_WeldJoint */
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PP_WeldJoint weld_joint_data;
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//- Control
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/* PP_Prop_Controlled */
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PP_EntKey controlling_player;
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f32 control_force; /* How much force is applied to achieve desired control movement */
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f32 control_force_max_speed; /* Maximum linear velocity achieved by force (m/s) */
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f32 control_torque; /* How much torque is applied when turning towards desired focus */
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PP_ControlData control;
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PP_EntKey move_joint;
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PP_EntKey aim_joint;
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//- Physics
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/* PP_Prop_Dynamic */
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//f32 density; /* Density in kg/m^2 */
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f32 friction;
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f32 mass_unscaled; /* Mass of ent in kg before any transformations */
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f32 inertia_unscaled; /* Inertia of ent in kg*m^2 before any transformations */
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PP_EntKey ground_friction_joint;
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f32 linear_ground_friction;
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f32 angular_ground_friction;
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/* Use PP_SetLinearVelocity & PP_SetAngularVelocity to set */
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Vec2 linear_velocity; /* m/s */
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f32 angular_velocity; /* rad/s */
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Vec2 force;
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f32 torque;
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f32 linear_damping;
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f32 angular_damping;
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//- Sprite
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ResourceKey sprite;
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SPR_SpanKey sprite_span_key;
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u32 sprite_tint;
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Vec3 sprite_emittance;
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SPR_SliceKey sprite_collider_slice_key; /* Collider will sync to bounds of this slice if set */
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Xform sprite_local_xform; /* Sprite transform in relation to ent */
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//- Animation
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/* PP_Prop_Animating */
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i64 animation_last_frame_change_time_ns;
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u32 animation_frame;
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//- Attachment
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/* PP_Prop_Attached */
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/* Slice on the parent ent's sprite to attach to */
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SPR_SliceKey attach_slice_key;
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//- Equip
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PP_EntKey equipped;
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//- Chucker
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/* PP_Prop_Chucker */
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PP_EntKey chucker_zone;
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PP_EntKey chucker_joint;
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//- Chucker zone
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/* PP_Prop_ChuckerZone */
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PP_EntKey chucker_zone_ent;
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u64 chucker_zone_ent_tick;
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//- Triggerable
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i32 num_primary_triggers;
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i32 num_secondary_triggers;
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f32 primary_fire_delay;
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f32 secondary_fire_delay;
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i64 last_primary_fire_ns;
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i64 last_secondary_fire_ns;
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//- Trigger
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/* How many times has this trigger been triggered this tick */
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i64 triggered_count;
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/* Other triggers to activate when this entity has been triggered */
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//PP_EntKey trigger_out_left;
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//PP_EntKey trigger_out_right;
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//- Bullet
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PP_EntKey bullet_src;
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PP_EntKey bullet_tracer;
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Vec2 bullet_src_pos;
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Vec2 bullet_src_dir;
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f32 bullet_launch_velocity;
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f32 bullet_knockback;
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f32 bullet_explosion_strength;
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f32 bullet_explosion_radius;
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b32 bullet_has_hit;
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//- Explosion
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f32 explosion_strength;
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f32 explosion_radius;
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//- Tracer
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/* PP_Prop_Tracer */
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Vec2 tracer_start;
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Vec2 tracer_start_velocity;
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f32 tracer_fade_duration; /* Time for tracer to fade from opacity of 1 to 0 */
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/* calculated each frame */
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Vec2 tracer_gradient_start;
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Vec2 tracer_gradient_end;
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//- Quake
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/* PP_Prop_Quake */
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f32 quake_intensity;
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f32 quake_frequency;
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f32 quake_fade; /* How much intensity to lose per second */
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//- Testing
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/* PP_Prop_Test */
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b32 test_initialized;
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Xform test_start_local_xform;
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Xform test_start_sprite_xform;
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/* PP_Prop_SoundEmitterTest */
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// String sound_name;
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// MIX_TrackDesc sound_desc;
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// MIX_Handle sound_handle;
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//- Camera
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/* PP_Prop_Camera */
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PP_EntKey camera_follow;
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Xform camera_quad_xform;
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f32 camera_lerp; /* Rate at which camera xform approaches target xform */
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u32 camera_lerp_continuity_gen;
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Xform camera_xform_target; /* Calculated from camera_follow */
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u32 camera_applied_lerp_continuity_gen_plus_one; /* Calculated */
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f32 shake;
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};
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Struct(PP_EntArray)
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{
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PP_Ent *ents;
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u64 count;
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};
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Struct(PP_PropArray)
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{
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PP_Prop *props;
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u64 count;
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};
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Struct(PP_EntBin)
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{
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u32 first;
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u32 last;
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};
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Inline PP_Ent *PP_NilEnt(void)
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{
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extern Readonly PP_Ent **PP_nil_ent;
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return *PP_nil_ent;
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}
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////////////////////////////////////////////////////////////
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//~ Key types
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#define PP_NilEntKey ((PP_EntKey) { UID(0, 0) })
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#define PP_RootEntKey ((PP_EntKey) { UID(0xaaaaaaaaaaaaaaaa, 0xaaaaaaaaaaaaaaaa) })
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/* Key magic number constants (to be used in conjunction with ent ids in deterministic key combinations) */
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#define PP_TileChunkBasisUid (UID(0x3ce42de071dd226b, 0x9b566f7df30c813a))
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#define PP_ContactBasisUid (UID(0x6a2a5d2dbecf534f, 0x0a8ca7c372a015af))
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#define PP_CollisionDebugBasisUid (UID(0x302c01182013bb02, 0x570bd270399d11a5))
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////////////////////////////////////////////////////////////
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//~ Key helpers
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Inline b32 PP_EqEntKey(PP_EntKey a, PP_EntKey b)
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{
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return EqUid(a.uid, b.uid);
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}
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Inline b32 PP_IsNilEntKey(PP_EntKey key)
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{
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return EqUid(key.uid, PP_NilEntKey.uid);
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}
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////////////////////////////////////////////////////////////
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//~ Property helpers
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Inline void PP_EnableProp(PP_Ent *ent, PP_Prop prop)
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{
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u64 index = prop / 64;
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u64 bit = prop % 64;
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ent->props[index] |= ((u64)1 << bit);
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}
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Inline void PP_DisableProp(PP_Ent *ent, PP_Prop prop)
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{
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u64 index = prop / 64;
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u64 bit = prop % 64;
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ent->props[index] &= ~((u64)1 << bit);
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}
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Inline b32 PP_HasProp(PP_Ent *ent, PP_Prop prop)
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{
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u64 index = prop / 64;
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u64 bit = prop % 64;
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return !!(ent->props[index] & ((u64)1 << bit));
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}
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Inline b32 PP_IsValidAndActive(PP_Ent *ent)
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{
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return ent->valid && PP_HasProp(ent, PP_Prop_Active);
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}
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Inline b32 PP_ShouldPredict(PP_Ent *ent)
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{
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return PP_EqEntKey(ent->predictor, ent->ss->local_player);
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}
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Inline b32 PP_IsOwner(PP_Ent *ent)
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{
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return PP_EqEntKey(ent->owner, ent->ss->local_player);
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}
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Inline b32 PP_ShouldSimulate(PP_Ent *ent)
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{
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b32 result = 0;
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if (PP_IsValidAndActive(ent))
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{
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result = 1;
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if (PP_HasProp(ent, PP_Prop_SyncDst))
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{
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PP_EntKey local_player = ent->ss->local_player;
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result = PP_EqEntKey(local_player, ent->owner) || PP_EqEntKey(local_player, ent->predictor);
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}
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}
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return result;
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}
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////////////////////////////////////////////////////////////
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//~ Acquire operations
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PP_Ent *PP_AcquireRawEnt(PP_Snapshot *ss, PP_Ent *parent, PP_EntKey key);
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PP_Ent *PP_AcquireLocalEnt(PP_Ent *parent);
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PP_Ent *PP_AcquireLocalEntWithKey(PP_Ent *parent, PP_EntKey key);
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PP_Ent *PP_AcquireSyncSrcEnt(PP_Ent *parent);
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PP_Ent *PP_AcquireSyncSrcEntWithKey(PP_Ent *parent, PP_EntKey key);
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PP_Ent *PP_AcquireSyncDstEnt(PP_Ent *parent, PP_EntKey ent_id, PP_EntKey owner_id);
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////////////////////////////////////////////////////////////
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//~ Release operations
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void PP_ReleaseRawEnt(PP_Ent *ent);
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void PP_Release(PP_Ent *ent);
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void PP_ReleaseAllWithProp(PP_Snapshot *ss, PP_Prop prop);
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////////////////////////////////////////////////////////////
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//~ Activate operations
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void PP_ActivateEnt(PP_Ent *ent, u64 current_tick);
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////////////////////////////////////////////////////////////
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//~ Key operations
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u32 PP_IndexFromEnt(PP_Snapshot *ss, PP_Ent *ent);
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PP_Ent *PP_EntFromIndex(PP_Snapshot *ss, u32 index);
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PP_EntBin *PP_EntBinFromKey(PP_Snapshot *ss, PP_EntKey key);
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void PP_SetEntKey(PP_Ent *ent, PP_EntKey key);
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PP_Ent *PP_EntFromKey(PP_Snapshot *ss, PP_EntKey key);
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PP_EntKey PP_RandomKey(void);
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PP_EntKey PP_ContactConstraintKeyFromContactingKeys(PP_EntKey player_id, PP_EntKey id0, PP_EntKey id1);
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PP_EntKey PP_CollisionDebugKeyFromKeys(PP_EntKey player_id, PP_EntKey id0, PP_EntKey id1);
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PP_EntKey PP_TileChunkKeyFromIndex(Vec2I32 chunk_start);
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////////////////////////////////////////////////////////////
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//~ Query operations
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PP_Ent *PP_FirstWithProp(PP_Snapshot *ss, PP_Prop prop);
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PP_Ent *PP_FirstWithAllProps(PP_Snapshot *ss, PP_PropArray props);
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////////////////////////////////////////////////////////////
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//~ Tree operations
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void PP_Link(PP_Ent *parent, PP_Ent *child);
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void PP_Unlink(PP_Ent *ent);
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////////////////////////////////////////////////////////////
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//~ Xform operations
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void PP_MarkChildXformsDirty(PP_Snapshot *ss, PP_Ent *ent);
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Xform PP_XformFromEnt_(PP_Snapshot *ss, PP_Ent *ent);
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Xform PP_XformFromEnt(PP_Ent *ent);
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Xform PP_LocalXformFromEnt(PP_Ent *ent);
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void PP_SetXform(PP_Ent *ent, Xform xf);
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void PP_SetLocalXform(PP_Ent *ent, Xform xf);
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////////////////////////////////////////////////////////////
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//~ Movement operations
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void PP_SetLinearVelocity(PP_Ent *ent, Vec2 velocity);
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void PP_SetAngularVelocity(PP_Ent *ent, f32 velocity);
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void PP_ApplyLinearImpulse(PP_Ent *ent, Vec2 impulse, Vec2 world_point);
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void PP_ApplyLinearImpulseToCenter(PP_Ent *ent, Vec2 impulse);
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void PP_ApplyForceToCenter(PP_Ent *ent, Vec2 force);
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void PP_ApplyAngularImpulse(PP_Ent *ent, f32 impulse);
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void PP_ApplyTorque(PP_Ent *ent, f32 torque);
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////////////////////////////////////////////////////////////
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//~ Tile operations
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PP_Ent *PP_TileChunkFromChunkIndex(PP_Snapshot *ss, Vec2I32 chunk_index);
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PP_Ent *PP_TileChunkFromWorldTileIndex(PP_Snapshot *ss, Vec2I32 world_tile_index);
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PP_TileKind PP_TileKindFromChunk(PP_Ent *chunk_ent, Vec2I32 local_tile_index);
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////////////////////////////////////////////////////////////
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//~ Lerp operations
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void PP_LerpEnt(PP_Ent *e, PP_Ent *e0, PP_Ent *e1, f64 blend);
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////////////////////////////////////////////////////////////
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//~ Sync operations
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void PP_CreateMissingEntsFromSnapshots(PP_Ent *local_parent, PP_Ent *remote, PP_EntKey remote_player);
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void PP_SyncEnt(PP_Ent *local, PP_Ent *remote);
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////////////////////////////////////////////////////////////
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//~ Encode
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void PP_EncodeEnt(BB_Writer *bw, PP_Ent *e0, PP_Ent *e1);
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////////////////////////////////////////////////////////////
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//~ Decode
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void PP_DecodeEnt(BB_Reader *br, PP_Ent *e);
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